Original Source
- Original title: Quasi Movement
- Original author: Quxios
- Original date: November 19, 2014
- Source thread: https://forums.rpgmakerweb.com/threads/quasi-movement.34088/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
[Quasi] Movement Version 1.54by Quasi --Discontinued--This script is no longer supported. Meaning there will be no bug fixes or new features being added. What it does: 1. Changed how movement works. Allows players to choose how many pixels to move per movement. In better terms, allows players to make characters have a pixel movement or still move by a grid like 32×32 or even 16×16.
Archived First Post
What it does:
1. Changed how movement works. Allows players to choose how many pixels to move per movement. In better terms, allows players to make characters have a pixel movement or still move by a grid like 32×32 or even 16×16.
2. Changed how collisions work. Events now have bounding boxes surrounding them. If two boxes touch there will be a collision. Boxes can be set in each event, further detail inside the scripts instructions.
3. Tiles automatically have boxes set to them depending on their passage ( 4 dir), you can also set boxes to Regions. Regions prioritize over tiles. (Ex: Tile has no passibility but a region has a box of [0, 0] (no box meaning passable) so that tile will be passable.)
New calls/Functions to know:
Bounding boxes are set inside a comment in the event, or in the actors note field with the following format:
<bbox=width,height,ox,oy>(ox and oy can be left blank, they can also be negative. )
Example:
bbox was changed to be wrapped in <>'s
or inside of an actors note tag:
Example:
You can use multiple event comments to set up each direction :
Bounding boxes can be shown in game by setting line 136 to true. (Only in play testing)
New move route function for less move calls. You use this with a script call inside the move route with the following format:qmove(direction, amount, multiplicity)direction is set to 2,4,6,8 or diag 1,3,7,9
amount is how many times it should move forward in that direction.
multiplicity is multiplied against amount to make it easier to find the right amount
Example:
Event moves 64 times down, 224 times right, 64 times up, 224 times left then repeats.
**Was changed from q_move to qmove**
Amount times are large since grid is set to 1 but if we use multiplicity we can make it look like:qmove(2,2,32)qmove(6,7,32)qmove(8,2,32)qmove(4,7,32)
By default the Px, and Py value are set on the 32 grid where the event was placed. But we can change the default px, py value of an event with the following comment inside an event:
<ox=#><oy=#>
Further Instructions:
Read script header and my site's post.
Known Bugs:
- ??
Terms of Use
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Features Mentioned
- 1. Changed how movement works. Allows players to choose how many pixels to move per movement. In better terms, allows players to make characters have a pixel movement or still move by a grid like 32×32 or even 16×16.
- 2. Changed how collisions work. Events now have bounding boxes surrounding them. If two boxes touch there will be a collision. Boxes can be set in each event, further detail inside the scripts instructions.
- 3. Tiles automatically have boxes set to them depending on their passage ( 4 dir), you can also set boxes to Regions. Regions prioritize over tiles. (Ex: Tile has no passibility but a region has a box of [0, 0] (no box meaning passable) so that tile will be passable.)
- New calls/Functions to know:
- Bounding boxes are set inside a comment in the event, or in the actors note field with the following format:
- (ox and oy can be left blank, they can also be negative. )
- Example:
- Spoiler
- "lightbox_close": "Close",
- "lightbox_next": "Next",
- "lightbox_previous": "Previous",
- "lightbox_error": "The requested content cannot be loaded. Please try again later.",
- "lightbox_start_slideshow": "Start slideshow",
- "lightbox_stop_slideshow": "Stop slideshow",
- "lightbox_full_screen": "Full screen",
- "lightbox_thumbnails": "Thumbnails",
- "lightbox_download": "Download",
- "lightbox_share": "Share",
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